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The Hottest DCEmu Posters
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January 8th, 2012, 23:02 Posted By: wraggster
After literally years of development, Super Mario Unlimited has finally been released!
This elaborate hack of the original Super Mario Bros features: - 40 all new levels
- Tons of new secrets
- New power ups and items
- Updated graphics
- And new music added by Dr. Floppy!
Super Mario Unlimited is intended for everyone from the casual Mario fan to the hardcore SMB addict.
See the project page or relevant link to download
RHDN Project Page
Relevant Link: (http://www.romhacking.net/for...m/index.php/topic,4882.0.html)
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January 8th, 2012, 23:04 Posted By: wraggster
Finally, after nearly 10 long years since I started this project, Glory of Heracles: Snap Story translation is finished and completely in English. Snap Story is the Gameboy entry in the series, but it’s still quite fun… If you’re into old-school Dragon Quest clones. The game’s graphics are quite similar to Glory of Heracles II, but instead of gaining permanent party members ala II, you can enlist the aid of various gods as you level up. The gods act as party members that you can choose to use on a round by round basis.
All in all, it’s definitely worth a play if you’re a fan of the series or a fan of old-school Japanese RPGs.
I even went old-school and built an a RPGClassics shrine for the game while I was at it, just in case anybody needs a little help while playing the game. Enjoy. =)
RHDN Project Page
Relevant Link: (http://hti.rpgclassics.com)
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January 8th, 2012, 23:31 Posted By: wraggster
via http://gbatemp.net/index.php
Swiss, the "swiss army knife of Gamecube homebrew" by emu_kidid has been updated version 0.2 revision 94. See the release notes for what's new, and join the on-going discussion for more information about this project. Note that an IDE-EXI, or SD Gecko is needed to use this utility.
QUOTE: Release Notes 12/25/11The 0.2 version revision goals:
•Game compatibility (Luigis Mansion, PSO Ep3)
•Removal of the need for a working DVD drive/disc in the drive (to work with the low patches too)
•GUI to undergo progressive clean-up
•Create Qoob modchip flashable BIOS version
•Streamline build process to also build a GCM (per region too)
•Wiikey fusion support!
http://code.google.com/p/swiss-gc/
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January 9th, 2012, 00:02 Posted By: wraggster
via http://www.aep-emu.de/
The 1964 derivate 1964mod has been updated.
Quote:
Core Changes & Fixes
Core:
Implement new "Speedup" menu option
WIP - please read "1964mod_Readme.pdf" Q.2
recommend to use in conjunction with existing speed hacks
need to smoothen out audio clipping
it is NOT 60fps but should help in games with long delay
fix GoldenEye damn scene long delay (1x3 for me)
fix Perfect Dark intro video long delay (1x3 for me)
fix Quake II long delay getting in-game (1x3 for me)
fix Quake 64 long delay getting in-game (1x3 for me)
Experimental change
implement full SBCS search on valid internal name for Japanese rom
correct non-english dialog name - probably a misspelling / typo
fix bug in ProtectBlock
Plugin Changes & Fixes
MyGlide64:
Fix Duck Dodgers(E) regression
Other Changes & Fixes
Fix duplicate lang ID assignment from previous language file layout re-mapping
Remove unused variables definition in language support data structures
Fix missing accelerator definition for Close Rom and map into language file
Minor fix on romlist window handling
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January 18th, 2012, 15:57 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Game Boy emulator zBoy has been released. zBoy is available for Windows and Linux.
Quote:
zBoy v0.51 [14 Jan 2012]
- Fixed a bug in the emulation of the "POP AF" CPU instruction (was wrongly setting the F register),
- Fixed a bug in the emulation of the "DAA" CPU instruction,
- Fixed a bug in the emulation of RR and RL CPU instructions (the flag Z must be set accordingly to the result),
- Fixed a bug in the emulation of "LD HL,SP+n" and "ADD SP,n" CPU instructions (wrong update of Carry and Half Carry flags),
- Fixed a bug in the command line parameters parser, that could lead to crash of the emulator in case of incorrect parameters passed to zBoy,
- Added a micro tile cache to the backgroung generation engine,
- Added the --nocpuidle option to make zBoy not idling the CPU when having some spare time (this option might give better results on hi-latency systems),
- Added EXPERIMENTAL support for serial link emulation (two player mode over network) - this feature is in early alpha stage, so not rock stable yet (it also requires a very good network connectivity between both peers), successfully tested on Tetris, Tetris 2, Tetris Blast, Kwirk and Dr. Mario,
- Replaced the --skipframes option by --limitfps (allows to limit the FPS emulation rendering in the range 1..60 FPS),
- General code optimizations - the emulation speed has increased about 15x (Super Mario Land passed from 80 to 1200 FPS on my laptop),
- Heavy code cleanup to make zBoy compiling without warnings in -pedantic mode.
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January 18th, 2012, 15:58 Posted By: wraggster
via http://www.aep-emu.de/
The 1964 derivate 1964mod has been updated.
Quote:
Core Changes & Fixes
Re-write romlist window handling codes - fix missing or out of focus selection mark in certain scenarios
- launching rom from rom folder, recent game menulist and commandline
- switch between romlist listview and boxart
- fix item position shifts when focus is restored after selecting a menu option or popup menu
- save current item position on romlist window click
- fix auto restore of selection mark after selecting a menu option or popup menu
- item selection mark scrolled beyond visible romlist window
Re-write Speedup option - implement common codes handling
- option check status now correctly match the last saved speedup timing used upon emu startup
- minor bugfix / optimization
Re-write dockstatusbar codes and some emu window handling codes - proper handling and detection for dockstatusbar
- reduce ugly flickering during switch between fullscreen and windowed mode
Re-write Fullscreen status check algorithm - current logic a bit weird and confusing
- remove weird and confusing check
Implement missing romlist array matching codes for the following: - launching rom from rom folder, recent game menulist and commandline
- fix new romlist entry wrongly added when a matching romlist entry is found
Implement common codes for RomListCheckFocus and SetGeneralMsg function - replace use of SetFocus with improve check
- fix excessive self looping of setfocus with proper handle detection
Fix random ini gamename corruption - one known case still outstanding
Experimental change - pc should be checked within RDRAM region
- full SBCS search for Japanese roms
- unprotect blocks base on prevCC
- replace existing NTSC and PAL magic number with new ones
- re-write the error handling routine for PauseEmulator
Minor codes optimization
Plugin Changes & Fixes
MyGlide64: Fix MRC regression
Other Changes & Fixes
Update 1964mod_Readme & 1964mod_Instruction_Manual - add list of games that will benefit from using Speedup option
- how to customize emu window size on 1st startup
Languag translation update - implement language translation codes for Speedup menu
- update English.lgm (new & modified text)
- update Chinese Traditional.lgm, Deutsch.lgm, French.lgm, Spanish.lgm
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January 19th, 2012, 01:55 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2383 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2382
* Tasedit: more refactoring
* Tasedit: resizing TAS Editor window
* Tasedit: INPUT_TYPE_1P
* Tasedit: File->New Project
r2383
* changed taseditlib folder name to taseditor
http://fceultra.svn.sourceforge.net/
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January 19th, 2012, 01:59 Posted By: wraggster
via http://www.emucr.com/
DinoBoy v0.1 Beta is released. DinoBoy is a GameBoy (Color) emulator which is in it's beta stage and author is currently working on it. The emulator has no sound support yet but the next stable version will have sound emulation.
DinoBoy Features:
-> Can emulate GameBoy and GameBoy Color hardware.
-> Keyboard and JoyPad input support.
-> MBC1, MBC2, MBC3 and MBC5 support.
-> Real Time Clock emulated.
-> Battery Pack support. Save format is compatible with VBA-M.
DinoBoy v0.1 Final Changelog:
-> Sound Emulation of channel 1, 2, 3 and 4. (Vin output is not emulated)
-> Save State feature added.
-> Increased compatibility. Graphical glitches in games (like Aladdin(CGB version), Tomb Raider, Shantae, Ken Griffey etc) are fixed.
-> Battery Bug Fixed. Some games have illegal filename characters in their internal ROM name.
-> VisualBoy inspired Turbo Button. Press Space to speed up the game.
http://www.emucr.com/2012/01/dinoboy-v01-final.html
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January 22nd, 2012, 21:10 Posted By: wraggster
We don't know if you guys are aware of this or not, but people really love Zelda games. Some people, in fact, love Zelda games so much that they've spent nine months completely rebuilding a Zelda game inside of a totally unrelated and entirely different game.
The Hyrulecraft project, which is currently in the middle of live public alpha testing, is a to-scale recreation of The Legend of Zelda: Ocarina of Time inside of Minecraft. As you can tell from the above trailer, Hyrulecraft an impressive display of devotion to the franchise, but the team responsible has far more ambitious plans. Ultimately, they want to make Hyrulecraft "a unique Minecraft MMO experience including quests, NPCs, dungeons, free build zones, guilds, and more," according to their website.
If cuboid reproductions of Nintendo 64 games really are your bag, baby, then hit the source link for information about how you can scope out the public alpha test and download the map for yourself.
http://www.joystiq.com/2012/01/21/hy...-in-minecraft/
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January 31st, 2012, 22:02 Posted By: wraggster
news from http://www.scummvm.org/news/20120127/
The ScummVM Team is pleased to announce ScummVM 1.4.1, a maintenance only release that fixes several bugs in 1.4.0.
The most notable changes in this release are:- Support for the Beneath a Steel Sky Enhanced Soundtrack by James Woodcock
- Slight graphical improvement for the PlayStation version of Broken Sword 2
- Several bugfixes for Lands of Lore
- More logical sound settings for SCI games
- A fixed crash in the VGA version of Quest for Glory 1
The full list of changes can be found in the release notes and the release binaries for many platforms are located on our downloads page.
Enjoy!
For a list of changes since the previous version, read the release notes.
1.4.0 is also apt-get'able from Debian unstable (sid).
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January 31st, 2012, 22:21 Posted By: wraggster

Some of our younger readers will never have experienced this before, but back in the day your video games would slow way down if there were too many moving objects on the screen. The original Castlevania comes to mind, but many will remember the problem while playing the fantastically three-dimensional Super Nintendo game Starfox. [Drakon] isn’t putting up with that hardware shortfall any longer, he hacked this cartridge to run at 42 MHz, twice as fast as the design spec.
We only occasionally look in on the cart hacking scene so it was news to us that three different versions of a pin compatible chip were used in this hardware. The first two suffer from the slowdown problem, but the final revision (SuperFX GSU 2) doesn’t. It can also be overclocked as high as 48 MHz but because of the video frame rate you won’t see added improvement with the extra 6 MHz.
[Drakon] used a Doom cartridge as a guinea pig because it offers the most RAM, and set to work rerouting the traces for the ROM chip to an EEPROM so that the hardware can be used with different games. He also took this opportunity to patch in the faster clock signal.
http://hackaday.com/2012/01/31/overc...ame-cartridge/
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January 31st, 2012, 23:07 Posted By: wraggster
news via http://www.aep-emu.de/
Mednafen a multi-system emulator has been updated. Mednafen emulates the following systems: Atari Lynx, Game Boy/Game Boy Color, GameBoy Advance, NES/Famicom, PC Engine (PC Engine CD), TurboGrafx 16 (TurboGrafx 16 CD), SuperGrafx, NeoGeo Pocket/NeoGeo Pocket Color, PC-FX, WonderSwan/WonderSwan Color, Sega Game Gear, Super Nintendo Entertainment System (SNES), Sega Genesis / Mega Drive, Sega Master System and Nintendo Virtual Boy
Quote:
Especially notable end-user-visible changes with this release:
Improved PSX emulation.
GameBoy system type selection(though not completely implemented for the case of selecting CGB for a DMG game).
For NES emulation, improved iNES mapper 69 expansion sound emulation accuracy.
Default video settings that make more sense with modern desktop PC setups.
Experimental support for interpolation on only one axis without the use of a pixel shader, via new values for the .videoip setting.
New pixel shaders "autoip" and "autoipsharper", and a different algorithm for "ipsharper", "ipxnotysharper", and "ipynotxsharper".
New video stretch modes, "aspect_int" and "aspect_mult2".
Changed "video.glvsync" setting semantics to make forcibly disabling vsync simpler.
Added new setting "video.blit_timesync", which can be set to 0 to reduce video latency by up to 1 frame, though with caveats.
Support for screen rotation for all supported emulated systems, and remapped the rotate button from "F8" to "ALT + O".
Increased the maximum supported sound output rate to 1048576 Hz.
Win32 build now compiled with gcc 4.5.4-prerelease(with flag -mstackrealign for the time being to work around a memory alignment issue, which may hurt performance).
The following settings have changed semantics and/or allowed values:
.pixshader
.stretch
sound.rate
video.glvsync
Various PSX settings.
The following settings have been added:
gb.system_type
video.blit_timesync
wswan.language
Various PSX settings.
The following settings have been renamed:
command.rotatescreen -> command.rotate_screen
The following settings have been removed:
cdrom.lec_eval
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January 31st, 2012, 23:16 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2393 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2393
Taseditor: fixed "Unpause emulator" in context menu
http://fceultra.svn.sourceforge.net/
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